![]() ![]() ![]() Multi-Man Melee 2 (FD Alt) - hyaku2.hps - 003b8fec (003bbfec) Multi-Man Melee (BF Alt)- hyaku.hps - 003b8fe0 (003bbfe0) Green Greens - greens.hps - 003b8fbc (003bbfbc) Great Bay - greatbay.hps - 003b8fac (003bbfac) Kongo Jungle - garden.hps - 003bbfa0 (003b8fa0) Here's around what your audio's wavelength should look like:Īll-Star Heal - 1p_qk.hps - 003b8ddc (003bbddc)įire Emblem - akaneia.hps - 003b8de8 (003bbde8)īalloon Fighter - baloon.hps - 003b8df4 (003bbdf4)īig Blue - bigblue.hps - 003b8e00 (003bbe00) You don't want the audio to be to loud or to quiet ingame. This is something you'll need to get a feel for. Make sure the 'allow clipping' box is unchecked.Īdjust the amplification slider slightly left or right depending on how loud your audio needs to be (left = softer, right = louder). Highlight the wavelength of your entire audio file. Make sure none of the peaks of the audio cross the top or bottom of the spectrum. You can amplify up or down depending on your track's wavelength. The last one doesn't have to be checked.Īmplifying audio allows you to change the level of one or more tracks or channels by the same amount, preserving the balance between them. Make sure the first two check boxes are checked. That way songs don't suddenly 'boom' on you. This is good because it makes quieter parts in a file louder, and louder parts quieter. The maximum amplitude should be -1.) and adjust multiple audio channels to the same peak level, removing any level disparity between them. Removing it defaults to this in Audacity. You can fix these problems by normalizing your audio files/amplifying them so they are at the right volume in the game at all times.įirst off, all normalizing does is set the correct DC offset (Usually setting it to 0.0 is fine. If these audio files are to loud, they can make the music sound trashy and have static blips, along with drowning out the sfx. Some audio files are way to loud to be used in Melee. It can be a variety of formats, WAV, MP3, FLAC, it doesn't matter as long as Audacity can open it. Once you've got both of those, install and open Audacity and drag and drop your music file into the program. Anything will do.ĭownload Audacity if you don't have it already: These are two things you'll get a feel for if you've ever messed with audio files. Now you would input 23 as the "block # to loop on" in the spreadsheet.Īmplifying and Normalizing. And remember, this is ADDING, not OVERWRITING. So add in 0.154 seconds of silence to the beginning of the file. So we need to move the loop point UP to the next closest block. This time, we need to just add in a little bit of silence before the song begins. If the above step does not apply and there is no silence at the beginning of the sound file, or the beginning is important and we want to hear every bit of it: Now your loop point sits directly on block 22, so input 22 into the "Block # to loop on" cell. If there is at least 0.294 seconds of silence at the beginning, then delete it. If there is silence before the audio starts, see if you can just remove some silence to shift the loop point onto a block. (closest blocks to my desired loop point from the HPS Helper spreadsheet)ĭang.my desired loop point doesn't line up exactly with a block.įirst and foremost, always check the beginning of the sound file. If your loop point does not exactly line up with one of the blocks (highly likely), you need to modify the. Pick the block # that lines up with your loop point and place it in the green highlighted "block # to loop on" cell. In HPS Helper, there is a table on the left that lists block numbers to loop on and their associated (total) time values. Goal: Find the block # for the HPS to loop on. Before you continue, you need to know the exact millisecond that this loop point occurs on. wav file with a specific loop point that does not occur at the very beginning. ![]()
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